diff options
author | Kenneth Graunke <[email protected]> | 2012-12-01 23:49:26 -0800 |
---|---|---|
committer | Matt Turner <[email protected]> | 2013-02-28 13:18:59 -0800 |
commit | 93066ce1299a7be8f670e527f249940c635605b4 (patch) | |
tree | 1e7c958b7feb9a605a6c9f482bc68798990c89f4 /src/glsl/ir.cpp | |
parent | 18281d60889c7bb0ef14d2aa8a080cdaead7adb3 (diff) |
glsl: Convert mix() to use a new ir_triop_lrp opcode.
Many GPUs have an instruction to do linear interpolation which is more
efficient than simply performing the algebra necessary (two multiplies,
an add, and a subtract).
Pattern matching or peepholing this is more desirable, but can be
tricky. By using an opcode, we can at least make shaders which use the
mix() built-in get the more efficient behavior.
Currently, all consumers lower ir_triop_lrp. Subsequent patches will
actually generate different code.
v2 [mattst88]:
- Add LRP_TO_ARITH flag to ir_to_mesa.cpp. Will be removed in a
subsequent patch and ir_triop_lrp translated directly.
v3 [mattst88]:
- Move changes from the next patch to opt_algebraic.cpp to accept
3-src operations.
Reviewed-by: Matt Turner <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Signed-off-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/ir.cpp')
-rw-r--r-- | src/glsl/ir.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/glsl/ir.cpp b/src/glsl/ir.cpp index 4ccdc42dce0..717d6f610ef 100644 --- a/src/glsl/ir.cpp +++ b/src/glsl/ir.cpp @@ -416,6 +416,9 @@ ir_expression::get_num_operands(ir_expression_operation op) if (op <= ir_last_binop) return 2; + if (op <= ir_last_triop) + return 3; + if (op == ir_quadop_vector) return 4; @@ -502,6 +505,7 @@ static const char *const operator_strs[] = { "pow", "packHalf2x16_split", "ubo_load", + "lrp", "vector", }; |